Damage in GT7

  • Thread starter JoeBro
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Gran turismo 7 is a great game and all but I would like to see the game have more realistic car damage. A high impact crash only results in small scratches which is unrealistic.
Would be cool but has a couple of big problems.
1. Dev costs for modelling increases dramatically. It already takes months for the team to model 1 car to the level of detail seen in-game, and that's only with surface and interior detail.
With realistic damage, you've now got to fully model under every panel, fully model every engine, every joint - the increase in dev time would probably have us end up with 1 update car a month.

2. Car manufacturers are not a hivemind, and all have different ideas and demands as to what part of their cars can be damaged and to what extent. Mazda could perhaps not care about the 787b being reduced to a pile of crushed metal, but would very much care about the Mazda3, something you can go out and buy, crashing in a sense that it looks like the driver would be injured. Gran Turismo works with road cars and race cars, which likely have very different restrictions on what can be shown heavily damaged.
That's not to mention different manufacturer demands entirely, Ferrari might have strict requirements and it would look really weird for you to be able to wreck an Alfa but a Ferrari stays mostly intact.

As a result, you tend to see games stick to whatever the most restrictive limitations are, as this means that the damage modelling is kept consistent across the board.
 
Deformation damage also doesnt work too well in esports. I think current level of mechanical damage works quite well for racing. Gran Turismo is not just a fun single player game anymore..

Realistic damage is like movie effects - it becomes trivial when it loses the wow-effect. And it propably would make it impossible to model the cars to the level of detail in PDI standards. If you want to deform cars I also suggest beam.ng or wreck fest - both fun games.
 
@Nebuc72 hit the nail on the head with his post.

But coming at this from another angle.....why would you want to crash enough that damage modelling adds to the experience beyond racing cleanly and not crashing?
 
I would love a more detailed damage model where AI drivers can take enough damage and exit the race instead of being indestructible bricks.
why would you want to crash enough that damage modelling adds to the experience beyond racing cleanly and not crashing?
It's not about wanting to crash, but about making the experience more dynamic and reflecting the reality of high-stakes racing, it adds to the immersion.

Would be cool but has a couple of big problems.
We don't know what the dev costs are and it doesn't need to be as detailed as you describe where each car would have their own damage model, it's been done in other games.
 
Racing in GT7 is meant to be a non-contact affair. It would make no sense to dedicate useful development time to flesh out a feature which isn't meant to "be used".

It would be like a soccer game with loads of different ways players can use their hands to manipulate the ball.
 
Racing in GT7 is meant to be a non-contact affair. It would make no sense to dedicate useful development time to flesh out a feature which isn't meant to "be used".

It would be like a soccer game with loads of different ways players can use their hands to manipulate the ball.
Yes or more like showing injuries... grazes, gashes, broken limbs before being stretchered off.

Obviously deemed not worth doing, for whatever reason, aafaik it's never been depicted in a football (soccer) game before.

You just tend to get prompt saying player x injured. And they may slow down for a while (like damage in gt7) ,or you instructed to make enforced substitution as they're too injured to play on.

Football (soccer) is officially a contact sport though, always has been. Although over the past decade or two it's been intentionally diluted, for one reason or another.

Obviously not to sane extent as rugby, American football or ice hockey of course.

Look back at videos from 30 years ago, and the challenges players were sometimes making, and not always getting a yellow card, never mind red is quite eye opening. You'd get straight red and long ban in todays game for doing half of what used to be considered fair back then :D

Most teams would have an enforcer or two. That would basically try and win battles with other teams enforcer, or try to unsettlke other teams best players with reckless, full blooded, studs showing, high challenges.

Far removed from the 'soccer moms' thing in the US :D older people in uk regularly reminisce about how it used to be a 'man's game' back then, compared to what it is now.
 
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We don't know what the dev costs are and it doesn't need to be as detailed as you describe where each car would have their own damage model, it's been done in other games.
I mean that's not true at all, is it? It's very obvious that modelling more of the car will increase the work per car. It's not like that's some subjective statement, it's just basic logic.
 
Racing in GT7 is meant to be a non-contact affair. It would make no sense to dedicate useful development time to flesh out a feature which isn't meant to "be used".
Slightly off topic but the high risks involved when crashing etc. is what makes motorsport exiting in my opinion. Hence why I believe sport races should have heavy damage and ghosting turned off. This, coupled with a better functioning penalty system, would possibly also reduce ramming.
 
Gran turismo 7 is a great game and all but I would like to see the game have more realistic car damage. A high impact crash only results in small scratches which is unrealistic.
I would too but I don't think the core audience of this game wants more realism. They'll say that they want realism and shout that the game is a simulation but we've seen in recent months that when the game shifts in that direction, the pitchforks come out.
 
I mean that's not true at all, is it? It's very obvious that modelling more of the car will increase the work per car. It's not like that's some subjective statement, it's just basic logic.
While it may seem like 'basic logic' that more detailed damage modeling requires individualized work for every car, PD could develop a dynamic deformation system that could be applied across car classes.
 
Slightly off topic but the high risks involved when crashing etc. is what makes motorsport exiting in my opinion. Hence why I believe sport races should have heavy damage and ghosting turned off. This, coupled with a better functioning penalty system, would possibly also reduce ramming.
I'm no psychologist, but I think the satisfaction one could get from causing an impressive crash would fuel participation by unskilled drivers and risk ruining the race for serious players.

Additionally, there would be no motivation to improve.
 
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